Hey Ruz! Yeah its going to be a combination of baked and mid poly weight shading. I view it this way, for the higher detailed stuff classic baking workflow would be best, as you can capture more details and the workflow is more forgiving than mid poly weight shading. Any extreme detailing ie. (modelling you wouldn't want…
I'm using Photoshop CS5, Maps were baked out of xNormal. I can view that the AO map isn't lined up properly both in my Maya View port (2011) and Marmoset 1.02 I had no issues doing this with my normals maps but for some reason my AO maps won't line up. UV boarders have not been moved at all. The model is set on reference…
Hey here are some questions I have that I haven't been able to figure out on my own yet. -Is there a way to work on just one texture? For example, gloss usually has a lot of details you don't want in other maps. Therefore it would be nice if you could just work on detailing the gloss map and not effect other maps. -I have…
Nice! Here's some crit; 1) The corners of the hexagons all touch in your reference, but in your material, they're separated. You probably want to reduce the size of the bevel. 2) I'd reduce the height of the bricks. 3) Your material needs more colour variation, unless they're meant to be new. Notice on your reference the…
Hi everyone. New update, this one's been a struggle at some point. I'm pretty happy with the direction it's going now though. Some parts are still very rough and I still need to add lots of props, polish and some love to the very foreground, but I prefer to post some pictures now and get some feedback along the way. Lots…
I would say this thing with the compression is just a part of the story. So when you are using face weighted normals on a hard surface mesh, you usually eliminate like the 90% of the unwanted gradients on the flat surfaces. This is happening, because the vertex normals are perpendicular to the edge, and they are not…
Hey all, we just released another update! hyperPad 1.14 is now available in the App Store and includes some cool new features, and bug fixes! DOWNLOAD https://itunes.apple.com/app/apple-store/id886106438?pt=467885&ct=polycount&mt=8 New Features: * Color Blending options for objects: Your object colors can look different…
This is always going to be a problem, there isn't really a great way to do it. Its just the nature of how raytracing works, with a closed mouth you're going to get intersections. But you can do a few things: A. Bake one version with a very low ray distance to get minimal intersections, bake another with a high enough…
Lots of great points BoonS ! One remark about this Blend file : I personally would be extremely careful with it and would go as far as saying that this file will likely cause more problems in the end. Two points about that: - The author of the page mentions that "This step requires use of the UE4 tools to retarget the…
Key differences between game and movie animation were noted in various posts above. For facial animation you rely on joints (no blend shape correctives at this point in time). Slipsius hit the nail on the head about "reaction times" for games (i.e. limits to the "principles of animation" such as anticipation for game play.…